Ten Ton Hammer:
You’re definitely conjuring up visions of Helm’s
Deep and leading your troops into battle. You also have been alluding
to something “big” coming later in the year. Will
we see a level cap raise later this year?
Steefel: That
is absolutely our intention. We can’t release details or
anything like that, but we know that it’s an important step
in the advancement path of players, so that’s definitely
being slated for later this year.
Ten Ton Hammer: What are
you including in the level cap increase? Are there any mistakes
you’ve made in the past with level cap raises that you want
to avoid this time around?
Steefel: It’s
a very complicated thing. Adding advancement levels is very complex in
how it affects all the various existing classes: how they’re
impacted, how various groupsets work, how individual advancement
abilities are affected. On top of that, we added a fair amount of
complexity when we added legendary items to the game.
It’s been a good learning experience and we’ve made
some adjustments since our last cap raise. We make all kinds of
mistakes, but I think it’s all a matter of degree.
It’s a process, and we hope that players think
we’re paying attention to how a level cap increase and
legendary item adjustments impact the players. And that we’re
responding to the mistakes we make and the feedback we get.
It’s a process and as much as we try to use our experience,
test on our servers, test on the public test servers, it’s
really not until it gets out to the community that we find out the real
things we need to make changes to.
Ten Ton Hammer:
You’ve made some user interface changes to help newer players
get attuned to LOTRO. Could you comment on that?
Steefel: The
changes that we made with Book 7 are actually even more wider reaching
than that. What you’re referring to is the quest guide, which
basically tells you where to go next and lets you know where your next
objective is. A lot of people have been really excited about that, and
a lot of people were asking for that sort of functionality.
For those folks that like to explore things organically and in a more
haphazard way, you can turn it off. With everything like that, we want
to make sure players have the choice to play the game in the way
they’d like to enjoy.
That is actually just one tool in the totality of the new player
experience that we worked on prior to the Book 7 launch that is
designed to help players learn. We’re leveraging some of the
technology that we’ve built since launch and adjusting the
experience based on player feedback and how we know that players are
coming into these games. And – in general – just
polishing up our game and going back to the early part of the game and
making sure that players who are starting out now are having an even
better experience than the players that originally purchased LOTRO.
Even those players that are making a new alt, we want to make sure they
see a difference in how the new areas play.
We wanted to make sure that each adventure leads to the next in a more
seamless, connected fashion rather than feeling like your wandering
around in the first 5-10 levels of the game. We’ve gotten a
lot of good feedback about this, and we’re not done. We
actually spend a lot of time going backwards in our game, making sure
that the entire game continues to improve and gets better and better.
This obviously gets more difficult as the game continues to grow, but
it’s part of the responsibility we have and part of the fun
as new types of players come to the game and we try to address their
concerns and desires.
For example, one of the Books that was released pretty quickly after
launch had some major changes for Angmar and some of the other parts of
the game. We continue to look at old content while still pushing ahead
and building things like Skirmishes for the more experienced players
looking for new challenges.
Ten Ton Hammer: In
addition to the MyLOTRO site that you’ve discussed, might we
see a rewards program to go along with that? Can you give us an update
on MyLOTRO as well?
Steefel: What
players are currently seeing with MyLOTRO is really an early start on
something that’s going to be a major part of what we want to
do in terms of building a community and providing people with a
out-of-game environment. Essentially, to us, it’s an
extension of the game.
It will continue to grow and develop over time, and its intended to
give players, the community, and people that are just visiting a place
to share their experiences, explore their characters, explore their
stories and really effortlessly allow them to talk about their
experiences in the game.
It’s really exciting to see the online, social environment,
sort of Web networking blended with what we’ve been doing for
over a decade now, which is blending these immersive 3D social
environments. They’re really meant to go together.
It also gives us an opportunity to surface a lot of interesting things
about what we’re doing with the game. Some of the things
you’re talking about in terms of rewards programs and loyalty
programs are things that we’re discussing all the time, and
we’re looking at MyLOTRO and asking how we can use it to
surface types of…achievements (for lack of a better word)
that players are achieving in the social web space and also in the
game. These are all things that we’re talking about working
on an it’s an active part of what we hope MyLOTRO is going to
become.
Right now it’s really in beta, but it’s a pretty
cool beta from what we have so far, and I think you’ll start
to see it grow and evolve at a much faster pace.
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